We are a duo, i'm the programmer and my associate is in charge of marketing, communication and management.
We are about to launch Astrogon, an arcade platformer mobile game. We wanted it to be intuitive and easy to learn but really challenging at the same time.
You need to avoid the opposite color, unless you are purple (Purple is like Mario's star). green power-ups give you an extra jump. If you are purple you have an extra jump just by touching a wall and gravity changes.
The main plus of this game is the community levels. I made an in game level editor, and users will share their creations and watch people play thanks to a Replay feature.
I can't tell how much i love Phaser!
It will be compiled with Cordova to be released on mobile.
If you want to know more about it, here is the website: www.astrogon.com
Thanks.

Hello, I wonder if anyone knows how to record sound from microphone input with phaser? In my project, I have to add a record button, and when user click on it, the program needs to start receiving audio stream from a microphone. After user finishes recording, by clicking on a stop button, the audio should be encoded and stored as an MP3 or other acceptable audio format file.
Anyone can give a helping hand?

How can I load giant Tiled maps in Phaser? I have a .json map which is 2048x2048 tiles, and each tile is 64x64 pixels. Is there a way to load/unload chunks of it? I tried ths article but the splitter tool doesn't do anything. I think my map is too large for it.

Hello all - I have started working on my first browser-based game and I got the Phaser framework set up with Angular and Electron for this, as I'm super comfortable with Angular and enjoy playing with typescript. I started to build it and realized that getting these frameworks to play well together can be a pain for a lot of people, so I stripped back the content and posted the template in a repo on GitHub. I just thought I'd share and get the word out, and I've had decent traffic from subreddits. I'm hopeful if it gets enough use and some forks, that the implementation might be worked and improved upon. Let me know what you think, or if you have any questions about it: https://github.com/TBosak/game-template

Hi, How can i play right with the acceleration of the velocity? In this tutorial http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game (really well done), but it only change the velocity. How can i accelerate it the way a race game works? I want to accelerate it from 0 to a maximum number, or it's current value to a maximum number. How can i do this? What's the best way to handle it and create a maximum speed? Thank you very much guys

Hello,
I want to spawn an enemy on different location every second on my screen. is there such thing like this?
Im using emitter to spawn random images on my screen but it generate only in one place. how can i generate image in different place every second?

Hey Guys
I'm struggling with an error on safari/ios... the first 5 times the state change works. but after the 5th time the error "null is not an object (evaluating 'canvasBuffer.context.scale')" appears.
I traced the error back to the graphics.generateTexture(); function. as already said after the fifth state change the error occurs at the third execution of the command (the command is executed 3 times per state).
Do you have any idea what it is or how to circumvent it?
Thanks

Hi All!
I wanted to share with you my first game as developer and artist. I just published it at https://funkstar.itch.io/escape-from-earth
This is a puzzle game where you have to escape from enemies that move faster than you (like the old Theseus and the Minotaur maze type, but with some new flavours)
I had fun with character and scenery design, trying to fake a pixel art look (though is rendered 3D)
I mixed Three.js with Phaser.io for better UI
Have a look at it and let me know what you think. Critics & comments welcome
Thanks

Hi,
I wanted to make a game that's really challenging and simple at the same time.
Something that will require some skills and not just a simple mindless game that shows a lot of ads.
Something that you will need to get used to first, learn the rhythm of the game and then be able to complete the levels.
So after 5 months (only working on the weekends; not all weekends), I have finally released a playable version of the game in the Google Play Store.
Let me know what you think. I would really appreciate some feedback and what you think about the game.
It's not much, but hey, I'm actually proud of it
Oh and one more thing, it really does require "some" skills.
Play Store Link: https://play.google.com/store/apps/details?id=com.pandabytes.kiteykite

Hi, everyone! Maths are boring? Maybe you need some motivation... Do you think it´s insane to learn mathematics while you explode heads, throw grenades and shoot enemies with a rifle? Well, now that´s possible!! We have created a new game: Cool Math Games: Math Max Our idea was to make kids have fun while they improve their mental calculation skills. A videogame based on the film "Mad Max" where you have to defend your truck against several different monsters using mathematics. But you´ll have to use more than your brain if you want to survive in this sand jungle. To help you, you´ll find different weapons and items: Explore twenty seven normal levels... ...and if you dare... twenty seven insane levels... The game dynamic is simple, a horde of evil soldiers is trying to stop you from getting back home. You must solve the ecuations to kill them before they come near the truck, otherwise you will get killed. You have to make a certain number of kills so you can go to the next level and face new and more powerful enemies. We have made two versions, if you open the game with a PC you get the 960x640 HD version but if you open it with a mobile device you can choose between the 480x320 version or the 960x640 HD version, in order to keep the high performance. With a good mobile the HD version works perfectly well. The game is completely responsive. Feel free to leave here some feedback, I will really appreciate it. I´m still improving the game and every advices will be taken into consideration for future updates. Now you know it, math can be a real fun!!! Play this game for free and show everyone your math skills!

About the role
A Game Developer at Roxor/Playsafe plays a crucial part of the creation of our awesome games. You will be working in a team that is responsible for taking the game from a concept stage to a finished game, optimized for both desktop and mobile devices. Not only will you write structured, testable quality code but you will also support our graphics and FX artists with implementing and coding art and graphical effects. We work in small agile teams consisting of a game designer, sound designer, producer, QA, artists and of course game developers. We believe that working closely in small team is crucial in creating the best games and it helps us in an agile way to take faster and better decisions. We develop our games in Javascript and TypeScript. They are rendered with the PIXI engine in WebGl and Canvas. To give the players the best experience, we put a lot of effort in optimizing our games for all platforms, both regarding file size and performance. We work in an ambitious, casual and fun atmosphere where we take a lot of pride in the games we create.
Your Tasks
⦁ Participation in the design process for new features in the new games framework
⦁ Implementing new features in the new games framework
⦁ Implementing new games in games framework
⦁ Code Reviews of new features implemented by other developers
Qualifications and Experience
⦁ +2 years of prior experience of software development as employee or contractor
⦁ Experience working with graphically performance-heavy web applications and games
⦁ Working experience with JavaScript, ActionScript, TypeScript, or similar
⦁ Working experience with any JavaScript based game engines, like PIXI, Phaser or similar
⦁ Interest in computer graphics programming, animations and effects
⦁ Good communication skills to explain technical requirements to the game designer and producer
⦁ Experience with client-server integrations
⦁ Understanding of good practice version control, artefact versioning, branching model
⦁ The ability to deliver in an agile, iterative environment where pace is high and all voices matter
We also value
⦁ Experience with hardware-accelerated 3D techniques
⦁ Experience working with TDD and automated testing techniques
⦁ Any other creative skill, from sound design to 3D modeling
Who are you and what do we offer
We are seeking a social, positive, and driven person who can help us create the best video slots on the market. You are a team player with strong initiative and self-motivation thriving in a small team environment where the route from idea to implementation is very short. You should be collaborative, fun to work with and be able to augment our design process with great animation instincts and a firm grasp of the best tools for building cross platform experiences for the modern web.
If your interested in the position please feel free to notify me at nico.vdmerwe@playsafesa.com. We are based in Cape Town, South Africa.
GameDeveloperRole - Job Description.docx

StarMines is a space shooter inspired by old classics like Asteroids and Omega Race.
You are the spaceship pilot in search of magical Bonusoids which can only be found in the endless starmine fields full of dangers. The more Bonusoids you catch, the better their magical forces make your ship.
The game should be playable on mobile with touch controls and desktop with keyboard or mouse. I have even tested it with an LG OLED TV, it works 🙂
On touch devices, there are different options for touch controls which you can choose from the top-right pause menu.
The game URL: https://smtng.jpkware.com/
New version on Jan 20, 2019:
- music and ship upgrade sound added, reduced overall volume
- ask for player name when always when starting a new game, changing name will reset progress
- automatic 5 second shield for each 4 Bonusoids collected
- more info messages on ship upgrades
New game play video with music, and showing the new shield:
Screenshots:
A couple of YouTube videos:
The SM:TNG is my ancient StarMines for Java rebooted using the HTML5 and modern tools: Scala JS and Phaser CE.
I think the game is complete enough for public release now, but I'll most likely continue to develop it further in the coming months.
Eventually, I plan to make it open source under GPL, unless somebody buys an exclusive license with big money 🙂
All kinds of feedback welcome, for example:
Does it work well on your browser? I recommend Chrome on Android and Chrome or Edge on Windows, but it should work OK with other browsers as well.
Does it maintain 60fps? You can enable the fps meter on top-left corner with this URL: https://smtng.jpkware.com/#fps
What do you think about the different control options? What could be improved?
Ideas for new enemies, bonuses or weapons which would fit the theme?

Hi players,
I've just published my last game based on the Four Color Theorem.
It's built in HTML5 with Phaser 3.19.0 (phaser.io) and available on Kongregate.
Link: https://www.kongregate.com/games/toweld/four-color-theorem-coloring-puzzle-game?sfa=permalink&referrer=toweld
If you don't know the four color theorem, here is a short abstract from Wikipedia (https://en.wikipedia.org/wiki/Four_color_theorem)
In simple terms, the goal is to color the entire map so that two adjacent regions do not have the same color.
Regions are called adjacent (next to each other) if they share a segment of the border, not just a point.
The game is a good way to discover or experiment with that theorem.
Have fun!
Pascal

I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases.
It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff!
Please, try it out.
https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html
Docs, examples, tutorials:
https://xense.github.io/phaser-ui-comps-docs
There are two basic things in this framework.
First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases.
Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen.
Some base components are already included
UIButton has 4 states, "up", "over", "down", "disable"
UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected.
UIButtonRadio Selectable buttons, that can be grouped to select only one of them.
UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally.
UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons.
UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value.
UIScrollPanel Helper for scrolling any element with UIScrollBar.
UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example.
I'm still working on new components and extending existing functionality.
Tell me, would you use it, what other components you may need, and whatever you think about it.
Any feedback is appreciated! Also I'll be thankful for any collaboration.
Available at GitHub and npm

JOLLY DAYS QUIZ
This is a fun filled quiz game which will help you find your dream destination for holidaying. This game is engaging and for both boys and girls.
Features:
Entertaining
Single player
Quiz based game
To Play and know more about the game visit: https://www.redappletech.com/jolly-days-quiz/

With exactly the same codebase I have perfectly working Facebook events on Android. However, on iOS it doesn't works. I'm using https://github.com/jeduan/cordova-plugin-facebook4 for this and tried to set some alerts to see the error code or something (note `alert` in the code, for debugging purposes), but there is no action. In essence, I can't see any error, it just doesn't works. The following code:
this.options = {
method: 'apprequests',
message: 'Play YellowSidd with me!'
};
this.onSuccess = function(result) {
alert("Success with invite, result: " + result);
};
this.onError = function(msg) {
alert("Failed with invite, msg: " + msg);
};
facebookConnectPlugin.showDialog(this.options, this.onSuccess, this.onError);
In the Xcode in Build Phases -> Compile Sources I do have FacebookConnectPlugin.m. In Build Phases -> Link Binary with Libraries I do have also the following: libsqlite3.dylib (added by me), Security.framework (added by me), Accounts.framework (added by me), Social.framework (added by me). Also, the FBSDKCoreKit.framework, FBSDKLoginKit.framework and FBSDKShareKit.framework. These last 3 were already in that project.

After successful delivery In-App Purchases (IAPs) on Android using Apache Cordova and https://github.com/j3k0/cordova-plugin-purchase I can't get it working properly on iOS. The problem is that once the item is clicked the price shows its details etc., but if use clicks "Cancel" then the user can't purchase anything anymore. Unless restarting the game, as far as I'm aware I should handle rejection/cancellation events. Tried these, but so far no success.
This is how I was trying to handle these events (rejection/cancellation), including playing with store.refresh() in different locations of the code and without it as well:
// Handle rejection and cancel events.
store.when("com.XX.YY.gems5").rejected(function(order) {
store.refresh();
that.game.state.start("GemsState");
store.refresh();
});
store.when("com.XX.YY.gems5").cancelled(function(order) {
store.refresh();
that.game.state.start("GemsState");
store.refresh();
});
Code, which correctly works on Android (the handling wasn't required there in order to work properly):
'use strict';
var that = this;
// Prepare product.
store.register({
id: "com.XX.YY.gems5",
alias: "Gems 5",
type: store.CONSUMABLE
});
// Purchase product.
store.order("com.XX.YY.gems5");
store.refresh();
store.when("com.XX.YY.gems5").approved(function (order) {
order.finish();
store.refresh();
// Add extra gems.
localStorage.gems = parseInt(localStorage.gems) + 5; // Add 5 gems.
that.upgrade_sound.play(); // Play upgrade sound.
that.game.state.start("GemsState");
that.menu_items[1].select(); // Select second item.
});
I'm using Phaser 2 & ES5.

I'm porting a game developed using Phaser to Roku (streaming box) and I needed to change some of the sprite sheets, so I got TexturePacker but was surprised that it does not have an option to read the json file and split back the sheet into all the separate frames.
Then I decided to create a quick app to do that, get the json and the png and unpack the frames png files into a folder.
It was very useful to me so I decided to open it to the community:
https://github.com/lvcabral/PhaserSpriteSheetUnpacker/releases

Hello everyone!
My current game supports multi language. You can change your language on the fly(dynamically) .Until now, i got only English,Russian,Turkey and i have no problem with them, when user selects some of them, all of the texts are updated for the certain language.But now, i add Japanese, and when user selects Japanese, game freezes for 5 seconds. The font i am using is Oswald. I am using Phaser.Text , instead bitmapText. I know that for dynamically changing texts is better to use bitmapText, but bitmapFonts are huge in size (especially Japanese). Can someone help me finding the answer why Japanese is causing such problem ?
Thank you !

Tired of slow and noncommunicating developers?
Efficiency is the goal
With over 5 years of professional work including Phaser with both Javascript and Typescript, I will turn your ideas into reality!
Here is some work that speaks for itself
wildgamedeveloper@gmail.com
Super Combat Squadron - A fully fledged RTS made in Phaser
Frinchinqo - Cryptocurrency based gambling app
Universe Hopper - Made for LD36 in just under 3 days using Phaser
Infectoids - Made for LD38 in just under 3 days using Phaser
In my free time I teach students how to use the Phaser framework, with multiple courses on youtube
Contact: wildgamedeveloper@gmail.com or DM